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FROM THE EDITOR

Vol.32 No.4 November 1998
ACM SIGGRAPH



Gordon Cameron
SOFTIMAGE, Inc.


November 98 Columns
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Gordon Cameron
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Gordon Cameron
Software Development
SOFTIMAGE, Inc.
3510 boul. St-Laurent
Suite 400
Montreal, Quebec
H2X 2V2
Canada

Tel: +1-514-845-1636 ext.3445
Fax: +1-514-845-5676


The copyright of articles and images printed remains with the author unless otherwise indicated.

SIGGRAPH is about the exchange of ideas .... to advance the technology of computer graphics and interactive techniques.1

Few people would be in any doubt that the literature covers the “computer graphics” portion of the above in great detail, but it still comes as a surprise to many that the annual SIGGRAPH conference is indeed the international conference of “computer graphics and interactive techniques.”

We tend to concentrate so much on the two extremes — the theory behind the core graphics on one hand (research), the final results and how they are presented (film, TV, display hardware, etc.) on the other — that we forget about the interactive component that lies somewhere in between, enabling our research to be applied and content to be authored.

With the exception of the well-covered (and somewhat fashionable!) topics of virtual reality and motion capture, not too much has appeared in the computer graphics literature of late covering interaction per se. In an attempt to redress the balance, I thought it would be timely to try and do a focus issue on this topic.

I’ve known of Bill Buxton’s well respected and extensive work in the fields of telepresence and user interface design (among others), and so was delighted when he agreed to guest edit this November issue of Computer Graphics. I hope the excellent selection of articles that Bill has gathered generate additional interest, and stimulate more work in the field of interaction, and my thanks to the authors and to Bill for putting together such a fascinating focus.

I’m also delighted to announce a new columnist, Richard Rouse, who will be writing regularly on the games industry, and how it relates to our own. You may remember Richard from the entertaining piece he wrote for our recent focus on Computer Gaming and Graphics, and I’m excited to have him as one of the regulars!

I hope you enjoy the issue — hopefully there is something here for everyone — and will see you again next time around when we focus on non-photorealistic rendering.